mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-03-30 14:25:13 -05:00
120 lines
4.7 KiB
C#
120 lines
4.7 KiB
C#
using System;
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using UniGLTF;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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using VrmLib;
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using Mesh = UnityEngine.Mesh;
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namespace UniVRM10
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{
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public static class MeshImporter
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{
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/// <summary>
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/// VrmLib.Mesh => UnityEngine.Mesh
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/// </summary>
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/// <param name="mesh"></param>
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/// <param name="src"></param>
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/// <param name="skin"></param>
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public static Mesh LoadSharedMesh(VrmLib.Mesh src, Skin skin = null)
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{
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Profiler.BeginSample("MeshImporter.LoadSharedMesh");
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var mesh = new Mesh();
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var positions = src.VertexBuffer.Positions.AsNativeArray<Vector3>(Allocator.TempJob);
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var normals = src.VertexBuffer.Normals?.AsNativeArray<Vector3>(Allocator.TempJob) ?? default;
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var texCoords = src.VertexBuffer.TexCoords?.AsNativeArray<Vector2>(Allocator.TempJob) ?? default;
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var colors = src.VertexBuffer.Colors?.AsNativeArray<Color>(Allocator.TempJob) ?? default;
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var weights = src.VertexBuffer.Weights?.AsNativeArray<Vector4>(Allocator.TempJob) ?? default;
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var joints = src.VertexBuffer.Joints?.AsNativeArray<SkinJoints>(Allocator.TempJob) ?? default;
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var vertices = new NativeArray<MeshVertex>(positions.Length, Allocator.TempJob);
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// JobとBindPoseの更新を並行して行う
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var jobHandle =
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new InterleaveMeshVerticesJob(vertices, positions, normals, texCoords, colors, weights, joints)
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.Schedule(vertices.Length, 1);
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JobHandle.ScheduleBatchedJobs();
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// BindPoseを更新
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if (weights.IsCreated && joints.IsCreated)
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{
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if (weights.Length != positions.Length || joints.Length != positions.Length)
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{
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throw new ArgumentException();
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}
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if (skin != null)
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{
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mesh.bindposes = skin.InverseMatrices.GetSpan<Matrix4x4>().ToArray();
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}
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}
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// Jobを完了
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jobHandle.Complete();
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// 入力のNativeArrayを開放
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positions.Dispose();
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if (normals.IsCreated) normals.Dispose();
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if (texCoords.IsCreated) texCoords.Dispose();
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if (colors.IsCreated) colors.Dispose();
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if (weights.IsCreated) weights.Dispose();
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if (joints.IsCreated) joints.Dispose();
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// 頂点を更新
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MeshVertex.SetVertexBufferParamsToMesh(mesh, vertices.Length);
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mesh.SetVertexBufferData(vertices, 0, 0, vertices.Length);
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// 出力のNativeArrayを開放
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vertices.Dispose();
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// Indexを更新
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switch (src.IndexBuffer.ComponentType)
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{
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case AccessorValueType.UNSIGNED_SHORT:
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var shortIndices = src.IndexBuffer.AsNativeArray<ushort>(Allocator.Temp);
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mesh.SetIndexBufferParams(shortIndices.Length, IndexFormat.UInt16);
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mesh.SetIndexBufferData(shortIndices, 0, 0, shortIndices.Length);
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shortIndices.Dispose();
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break;
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case AccessorValueType.UNSIGNED_INT:
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var intIndices = src.IndexBuffer.AsNativeArray<uint>(Allocator.Temp);
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mesh.SetIndexBufferParams(intIndices.Length, IndexFormat.UInt32);
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mesh.SetIndexBufferData(intIndices, 0, 0, intIndices.Length);
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intIndices.Dispose();
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break;
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default:
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throw new NotImplementedException();
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}
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// SubMeshを更新
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mesh.subMeshCount = src.Submeshes.Count;
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for (var i = 0; i < src.Submeshes.Count; ++i)
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{
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var subMesh = src.Submeshes[i];
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mesh.SetSubMesh(i, new SubMeshDescriptor(subMesh.Offset, subMesh.DrawCount));
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}
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// MorphTargetを更新
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foreach (var morphTarget in src.MorphTargets)
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{
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var morphTargetPositions =
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morphTarget.VertexBuffer.Positions != null
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? morphTarget.VertexBuffer.Positions.GetSpan<Vector3>().ToArray()
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: new Vector3[mesh.vertexCount] // dummy
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;
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mesh.AddBlendShapeFrame(morphTarget.Name, 100.0f, morphTargetPositions, null, null);
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}
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// 各種パラメーターを再計算
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mesh.RecalculateBounds();
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mesh.RecalculateTangents();
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Profiler.EndSample();
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return mesh;
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}
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}
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}
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